Here are all of the Siren and Operative abilities in Borderlands 3 and how we'll be able to augment them.

We've played Borderlands 3, and we have hours of video to prove it. But naturally, before we fired a shot, we hopped into the menu to take a peek at the skill trees for Borderlands 3's new characters. Each character has three skill trees that will dramatically change their playstyles.

So far, we've been able to see the skill trees of two Vault Hunters, Amara the Siren and Zane the Operative, and we've detailed all of their active abilities and passive skills below.

We'll start with Amara, whose skill tree has three branches: Brawl, Mystical Assault, and Fist of the Element. Each branch begins with an action skill, and she can equip one action skill at a time. As she progresses down these three trees, Amara will unlock passive abilities, action skill augmentations, as well as new action skills to equip. All of her skills are copied verbatim from the game.

Zane also has three branches, but is unique in that he's able to sacrifice the ability to wield grenades to equip a second Action Skill. His skill trees are Hitman, Doubled Agent, and Under Cover. The Hitman tree focuses on a sentinel drone, Doubled Agent is built around a hologram clone, and Under Cover is built around a defensive barrier.

Check out their skills in detail below, and check back for the skill trees of Borderlands 3's other playable characters, Moze and FL4K, shortly.

Amara's skill trees

Amara is Borderlands 3's Siren, following in the footsteps of Lilith and Maya. But she's clearly going to have her own playstyle(s). Here are her skill trees.

Brawl

Starting Action Skill

Phaseslam: Amara leaps into the air and slams the ground, dealing damage to all nearby enemies and knocking them up. (Action Skill)

Fracture: Amara summons a handful of fists that erupt from the ground, dealing damage to enemies in front of Amara. (Action Skill)

Mindfulness: Whenever Amara takes damage, she gains a stack of Mindfulness. For every stack of Mindfulness, Amara gains improved Shield Regeneration Delay and Movement Speed. Stacks decay after a few seconds.

Find Your Center: Amara gains increased Melee Damage.

Vigor: Killing an enemy with Amara's Action skill grants all allies increased Movement Speed for a few seconds. The effect stacks.

Revelation: Amara's Action Skill now creates a Nova when it damages enemies, dealing damage to all nearby enemies.

Tier 4 Skills

Downfall: Amara leaps into the air and shoots an Elemental Beam below her briefly, followed by a Slam. (Action Skill)

Samsara: Whenever Amara deals damage to an enemy with her Action Skill, she adds a stack of Samsara. For every stack of Samsara, Amara gains increased Gun Damage and Health Regeneration fora few seconds. Stacks decay after a few seconds.

Tier 5Skills

Do Unto Others: Whenever an enemy damages Amara, she automatically throws an energy orb back at them, dealing Action Skill Elemental Damage. This skill has a short cooldown.

Guardian Angel: When Amara enters Fight For Your Life, she immediately gains a Second Wind, restores her health, and creates an Action Skill Elemental Noval that kocks back nearby enemies. This skill has a long cooldown.

Glamour: Enemies damaged by Amara's action skill become confused and temporarily attack their allies. However, Action Skill Cooldown is increased. If Amara targets an enemy with Phasegrasp, enemies near the Grasped target are confused as well.

Tier 6 Skills

Blitz: Melee Override. Press (RS) to make Amara dash a short distance forward and perform a special melee strike, dealing Elemental Melee Damage. If a Blitz melee attack kills an enemy, Blitz's cooldown is immediately reset.

Stillness of Mind: Enemies damaged by Amara's action skill become phaselocked until they are damaged or the duration ends. However, Action Skill Cooldown is increased. If Amara targets an enemy with Phasegrasp, enemies near the Grasped target are phaselocked.

Laid Bare: Enemies take increased damage from all sources for a few seconds after being damaged by Amara's action skill.

Wrath: Amara gains increased Gun Damage. This effect is increased after she activates her action skill for a few seconds.

Tier 5Skills

Remnant: When Amara kills an enemy with a Gun or Action Skill, she creates a homing projectile that seeks out a new enemy dealing her Action Skill Elemental Damage. Any Overkill Damage is added to the projectile's damage.

Awakening: Amara's Rush stacks gain increased effectiveness.

Tandava: Amara sends forward an Astral Projection of herself. When it hits a target, it explodes, damaging all nearby enemies. (Action Skill)

Tier 6Skills

Avatar: Amara's action skill can be activated while it's cooling down. The skill may only be used once per completed cooldown. Additionally, increases Amara's Max Rush Stacks.

Fist of the Element

Starting Action Skill

Phasegrasp: Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Some enemies are immune to being Grasped and instantly take damage instead. (Action Skill)

Wildfire: Whenever Amara applies an Elemental Effect to an enemy, it has a chance to spread to a nearby enemy.

Soulfire: Converts Amara's Action Skill to Fire Damage.

Tier 3Skills

The Eternal Fist: Amara summons a giant first that bursts from the ground and locks the targeted enemy in place for a few seconds. Whenever the Grasped enemy is killed, up to 3 new targets can be sought out and Grasped. (Action Skill)

Dread: Amara's Gun Damage is increased for a few seconds after an enemy is Grasped. Whenever any player kills a Grasped enemy, their current weapon is instantly reloaded.

Indiscriminate: Amara's bullets that damage enemies have a chance to ricochet and deal decreased damage to other nearby enemies. Ricochet Chance and damage are increased if the target is currently affected by Phasegrasp or Stillness of Mind.

Catharsis: Whenever Amara triggers an elemental effect on an enemy, when that enemy dies that enemy explodes, dealing her attuned element damage along with any other element that is currently inflicted upon the enemy. This skill has a short cooldown.

Ties that Bind: Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. Enemies near the Grasped target are linked, and any damage dealt to a linked target is shared between all other linked targets. (Action Skill)

Tier 5Skills

Fist Over Matter: Amara summons a giant fist that bursts from the ground and locks the targeted enemy in place for a few seconds. After Grasping the targeted enemy, large fists appear and constantly smash the area, dealing damage to nearby enemies. (Action Skill)

Sustainment: Amara gains Life Steal whenever she deals Elemental Damage with her weapon.

Conflux: Whenever Amara applies an Elemental Effect to an enemy, she gains a chance to randomly Electrocute, Burn, or Melt that enemy.

Zane's skill trees

Zane also gets three skill trees to wander down: Under Cover, Doubled Agent, and Hitman. He's a bit special in that he can equip two Action Skills at a time, but using a second Skill will remove his ability to throw grenades.

Here are all of Zane's skills:

Hitman

Starting Action Skill

SNTNL: Send into battle an automated SNTL drone that continually flies through the environment and attacks enemies with its Machine Guns. Pressing LB or RB (controller) while SNTNL is active causes it to attack the enemy under Zane's crosshairs, if any.

Tier 1 Skills

Violent Speed: After killing an enemy, Zane gains increased Movement Speed for a few seconds.

Static Field: SNTNL emits a static field that sends a Shock beam to nearby enemies, draining their shields and replenishing Zane's.

Tier 4 Skills

Boomsday: SNTNL adds a rocket pod to its primary weapons, allowing it to shoot rockets as well as machine guns.

Violent Violence: After killing an enemy, Zane gains increased Fire Rate for a few seconds.

Playing Dirty: After killing an enemy, Zane's next five shots all have a chance to fire an additional projectile.

Almighty Ordnance: Hold down LB or RB (controller) while SNTNL is deployed to paint a target area. SNTNL fires a missile barrage at that area, and if an enemy is killed, Almighty Ordnance's duration is reset. This can only be used once per Action Skill use.

Binary System: Whenever Zane swaps places with his Clone, a Cryo Nova is triggered around Zane and his Clone.

Dannybrook: Whenever Zane kills an enemy ,he and his Digi-Clone receive increased Gun Damage and gain Health Regeneration for a few seconds.

Fractal Frags: The Digi-Clone throws a copy of Zane's current grenade mod when it is first activated. If the Digi-Clone is killed, it drops a free grenade. Killing an enemy while the Digi-Clone is active gives the Clone a chance to throw a grenade.

Duct Tape Mod: The first shot fired from Zane's gun has a chance to also fire a grenade. The more grenades in his capacity, the higher the chance.

Tier 3 Skills

Schadenfreude: Whenever the Clone takes damage, Zane's shield is restored by a portion of that damage.

Which One's Real?: Enemies are more likely to target the Clone for a few seconds after it's summoned and after swapping places.

Tier 4 Skills

Dopplebanger: Hold down LB or RB (controller) to end the action skill early. When Zane's Action Skill is ended, the Clone explodes, dealing Fire Damage to all nearby enemies. The more Action Skill time remaining, the greater the damage.

Pocket Full of Grenades: After killing an enemy, Zane gains Grenade Regeneration for a few seconds.

Old-U: Press LB or RB (controller) during Fight for Your Life if Digi-Clone is active to destroy the clone and immediately gain a Second Wind with full health.

Supersonic Man: Whenever one or more of Zane's Action Skills are active, he gains increased Movement Speed for each active Action Skill.

Digital Distribution: If Zane takes health damage while the Clone is active, a portion of that damage is shared to his Clone instead.

Tier 5 Skills

Like a Ghost: Zane and his Digi-Clone gain a chance to ignore bullets. This chance is increased for a few seconds after activating an action skill. This effect stacks.

Double Barrel: The Clone is equipped with a copy of Zane's Current Weapon when activated. Swapping places with the Clone causes Zane and his clone to gain increased Gun Damage.

Under Cover

Starting Action Skill

Barrier: Drop a deployable Barrier that blocks incoming projectiles. Zane and his allies can shooter through the Barrier, dealing increased Gun Damage. Pressing LB or RB (controller) while Barrier is active picks up and holds the Barrier, but the size and bonuses are decreased.

Tier 1 Skills

Adrenaline: Zane gains increased Action Skill Cooldown Rate. This bonus is based on the amount of shield he has. The more percent full, the greater the bonus.

Rise to the Occasion: Zane gains Health Regeneration. The lower his shield is, the higher the bonus. While Zane's shields are full, he does not receive any health regeneration.

Tier 3 Skills

Nanites or Some Shite: Zane and his allies gain Health Regeneration, increased Reload Speed, and greatly improved Shield Recharge Delay while near his Barrier. The lower their health, the more health is regenerated.

Confident Competence: While Zane's shields are active, he gains increased Gun Damage and Accuracy. This bonus is based on the amount of shields he has. The more percent full, the greater the bonus.

All-rounder: Zane's Barrier becomes a dome, covering all sides.

Tier 4 Skills

Redistribution: Zane and allies near the Barrier gain increased Gun Damage for a few seconds after the Barrier takes damage.